True, I do have to find a way to fit in my side story.
I believe this will be the hardest part. Silveredges BoS was nicely done, pretty smooth infact.

Well, just to initiate another brainstorming of your mind, pal, I have an idea. Why not make the PC a character, hired or persuaded by the Exile to search for something or someone the Exile needs, while the Exile is still searching for the Jedi Masters. Or you could have the Exile captured and his only hope of escaping would be in the PC's hands and down in this area! Just random ideas.

Quote:

Originally Posted by Quanon

In there, it looked more like narrow streets and tunnels, large pits etc... a bit more grunge/ industrial looking then it looked like in TSL. Of course TSL is limited by how the walkmesh thing works in the game.

Now, I don't get that thing much. You know pretty well I'm having an incredible amount of trouble getting my Arena, the first big model I've created, in TSL. You know the walkmesh is bugging me. What walkmesh problem of TSL are you referring to, mate?

And to return to the module render, it seems you have a tendency of leaving me in awe with an open mouth for about 5 minutes before I decide to re-grab the mouse, every time you post screenies of your work!! They don't call you the 3D Guru for nothing!

Well, just to initiate another brainstorming of your mind, pal, I have an idea. Why not make the PC a character, hired or persuaded by the Exile to search for something or someone the Exile needs, while the Exile is still searching for the Jedi Masters. Or you could have the Exile captured and his only hope of escaping would be in the PC's hands and down in this area! Just random ideas.

Mmm, I really don't want this story to close connected to the Exilee...
Ofcourse that makes it more difficult to "hook" it in...

I feel this might be the lamest part of the mod.

Quote:

Originally Posted by Istorian

Now, I don't get that thing much. You know pretty well I'm having an incredible amount of trouble getting my Arena, the first big model I've created, in TSL. You know the walkmesh is bugging me. What walkmesh problem of TSL are you referring to, mate?

You're now where I was at my first steps at 3D modelling. You know a few bits and bops, but lack some experience. You ain't doing bad, hang in there. All these graphic programmes demand a certain dedication.

Keep messing about. In the end you'll learn you're own way of doing things.
I can only point you out somethings, deliver a tip, but in the end everyone has his own way of doing 3D.

Really, just keep doing it. The results you see now, are only here because I've been trying for like 5 years or so. If I look back at older moduls I made... boy, I feel ashamed.

Trust me, 3D takes awhile to get a good vibe out of it. That is, IMO, the hardest part. You'll feel like a noob for quiet awhile. But you'll get more insight. Just hang in there.

This is really something important, something I can't put into a tutorial. A lot of this 3D business depends on how hard you want to achieve something in it.

EDIT: I almost ignored the bit about the walkmesh. My main issue now with the walkmesh is that you can't make it cross in height. Say you have a bridge, crossing over another part of your walkmesh. That doesn't work. The lower part of your walkmesh blocks, cuts off, the higher part of your walkmesh.

Quote:

Originally Posted by Istorian

And to return to the module render, it seems you have a tendency of leaving me in awe with an open mouth for about 5 minutes before I decide to re-grab the mouse, every time you post screenies of your work!! They don't call you the 3D Guru for nothing!

Héhéhéh, thank you. I still doubt that title. I might look "godlike" but I'm not.
Just browse about some of the more active 3D forums on the net. And you"ll see that what I do is peanuts. The kotor games are very forgiving. They're getting old. Very old compared to all the graphic finess modern games are showing. Infact the 3D the games are using is very crude.

If I would have to model for like a game like ME 2, you"dd see I aint that great. There's still a great deal to learn for me.

Why not just make the mod sort of a total conversion with no real ties to the actual game? I would add a line to the introduction part´s dialog (in TSL) that warps your character to the actual mod, and a script that changes the class to whatever you want the guy to be (scoundrel? ).

Cause as far as i understand this isnt a huge mod, so i dont think it would cause serious problems with other mods even if you just kept it in your override...

Saivo´s New demo, A Cruel Northern Land is out! Listen to it on our mikseri.net bandpage.

You're now where I was at my first steps at 3D modelling. You know a few bits and bops, but lack some experience. You ain't doing bad, hang in there. All these graphic programmes demand a certain dedication.

Keep messing about. In the end you'll learn you're own way of doing things.
I can only point you out somethings, deliver a tip, but in the end everyone has his own way of doing 3D.

Really, just keep doing it. The results you see now, are only here because I've been trying for like 5 years or so. If I look back at older moduls I made... boy, I feel ashamed.

Trust me, 3D takes awhile to get a good vibe out of it. That is, IMO, the hardest part. You'll feel like a noob for quiet awhile. But you'll get more insight. Just hang in there.

This is really something important, something I can't put into a tutorial. A lot of this 3D business depends on how hard you want to achieve something in it.

EDIT: I almost ignored the bit about the walkmesh. My main issue now with the walkmesh is that you can't make it cross in height. Say you have a bridge, crossing over another part of your walkmesh. That doesn't work. The lower part of your walkmesh blocks, cuts off, the higher part of your walkmesh.

Thanks for the support. Besides, I don't think I'll give 3D up just yet! Aside from the frustration, I really enjoy modeling 3D stuff for games. I think I'll just hang in there, as you suggest!

ABout the walkmesh thing, I think I get it. You mean that if you have a lower floor and a bridge somewhere higher, you can't walk on the bridge, right? Or am I wrong? Anyway, I didn't know that TSL has these restrictions. Thanks for mentioning it!

Quote:

Originally Posted by Quanon

Héhéhéh, thank you. I still doubt that title. I might look "godlike" but I'm not.
Just browse about some of the more active 3D forums on the net. And you"ll see that what I do is peanuts. The kotor games are very forgiving. They're getting old. Very old compared to all the graphic finess modern games are showing. Infact the 3D the games are using is very crude.

If I would have to model for like a game like ME 2, you"dd see I aint that great. There's still a great deal to learn for me.

I doubt that last one, but I'll believe you! Still, for me, and I believe for many others, you are a 3D God, pal!

Oh, dang, looks like I forgot to mention this. Rather important
This would be a story loose from Revan or Exile. They're not involved.

Perhaps it could be a GenoHaradan mission - kill a target without using force powers or a lightsaber. Since there seems to be a difference between rthe GenoHaradans between k1 and K2, I'll point out that this mission could work for either the either ultra-secretive GenoHaradan assassins from KOTOR1 or the GenoHaradan death-cult assassins that were cut from KOTOR2.

If, for example, you used it for K2 - it could remove lines spoken by everyone else (that you would also have to add back in) about the GenoHaradan's existence. If you don't kill the end bad guy, G0-To would be back to saying that "the GenoHaradan are of no concern." It's not a big reward but that way you use your set AND folks can hear mention of the GenoHaradan in K2 without anyone screwing up the existing plot. I think an interesting character to spawn this mission would be the Trandoshan you can ask about all the bounty hunters. (It might be fun to play as a different alien for a mission anyway.)

Considering trying out (or returning to) SWTOR? You may as well go through my link and help get me some SWTOR referral points!

Mmmm, GenoHaradan is pretty elite. I am reall aiming for a more marginale setting... petty thus and such. Mind, you could of course get to cross the GenoHaradan in one of the tasks given to you. I don't want you to directly work for that organization or against, perhaps what your new PC does is to disrupt it severly. Just as a unforseen consequence

Also the using of a Trandoshan is a neat idea. I want it to be very colourfull experience. And TSL has the most useable alien models.

Plus I like the night live idea in SW; the plan is to have 3 differant clubs. A underground style one. Dance floor is a platform above a pipe pit . Second club is the more standard "classic" as for as that goes in SW setting. Third is the rich club.

Weren't you working on another TSL planet? Not sure how well this would work, but its something I thought of that could tie both into TSL.

When landing on your first planet, T3 tells you that someone has sent an encrypted message entitled "Surviving Jedi", but he can't decrypt it so sends it to a datapad to you. On several planets there are people who you can take it to(these are Kiph, swoop shop drop(blind guy's droid, can't recall name), the alien outside Khonnda, etc. After a short conversation they tell you they can't decrypt it because its top of the line hardcoded, but they know someone who does. They then talk about this new planet/station/etc that you are making and that Jedi would be shot on site/Ebon Hawk is banned from getting anywhere near it/Plague(or another reason) has caused it to be closed, and that you'll have to have someone already there to find the man who sent you the message. Luckily for you, he knows somebody and can send a message to them when you're ready.

They send the message, yahdayahda, You play as a Trandoshan going through a storyline, etc looking for the sender. After he finds him, they discuss, he sends a message back to the Exile saying that the message was saying that there is another surviving Jedi on Aqualaris, he transmits the coordinates to you and the planet appears on your galaxy map.

That is, of course, if Aqualaris was planned to have a Jedi(not necessarily a master, imo, having more masters makes the game look cheesy at times), and if they were released at similar times(could be remedied by just putting a message that Aqualaris will come soon, etc.

Wow, that's quiet a story you worked out there. Indeed I was working on a planet Aqualaris, though I haven't done much with it these last few months.

It's a neat idea about that message, but like I said, this story would stand on its own. No Exile whatsoever, no Jedi. Pure scoundrels; like Han Solo dog fighting it out amongst each other about missing goods, backstabbing deals... settling grudges etc.

You could perhaps make it a vision of either Revan or the Exile before they became Jedi, ie. Revan from whilst he was still an amnesiac small-time grunt, and the Exile whilst s/he was wandering the edge of the galaxy. I think the second one has an awful lot of potential myself, and wouldn't require much messing around with the party as you'd still have the primary PC but could be alone and construct a few others around that. I know you said you didn't want the main characters, but at this point they're unaware of their of their impending journeys, and it could work to flesh out the characters personality and backgrounds more, as both of those periods of the PC's lives are distinctly shady. As i say, a lot i think you could do with this scenario

^^ Yeah exactly. I think it would make a neat little prologue to the game proper. Might also, if it was placed chronologically before Peragus, make the the early sections of the game a wee bit less tedious. But that's by-the-by. I just think it would be awesome seeing the Exile as just another galactic wayfarer. You could use public shuttles to go between areas (something i've always wanted to for some reason), drink in bars, get shot at, etc etc etc. I smell blossoming potential.

Yes, and i acknowledged that in my first post. However, in terms of reducing workload for game mechanics and ambition, and fitting it neatly into the existing story framework, I think this idea works. It also has the advantage of not interrupting or fragmenting the narrative of the game. In any case, it's just an idea i'm throwing out there, whether Q decides to take any notice or not.

2 lesser shots, I wanted to go more dark... but it didn't really work out that well >_>

I'm not a modeller but surely the best way to bring out the darkness would be to have something with which to compare it? Perhaps a shaft or shafts of light coming down from the ceiling might help or some other light-source, such as a fire or a torch.

Brilliant, No one from Bioware could possibly be ashamed to call that their own work! It really does look BETTER than areas from the original game, amazing quality, as ever.
This is going to be an amazing mod!

Were you saying earlier that this might be for TSL? That would probably work better, because of the level cap in KOTOR, and the fact that BOS is probably more than enough, TSL could do with some new content.

I'm not a modeller but surely the best way to bring out the darkness would be to have something with which to compare it? Perhaps a shaft or shafts of light coming down from the ceiling might help or some other light-source, such as a fire or a torch.

Well, in that one shots you can see the light come from the corridors, but it's not like what you suggested

Beautiful Q, very awesome. The lighting looks great in all of the shots, every one of them is truly stunning. I'm especially wowed by the bridge with the semi-anubis guarding statues.

Are you one of those poor Macintosh gamers that are in the possession of Empire at War, yet because of the scarcity of Mac players out there you have nobody to play against? If you are, PM me if you want to set up a game.